JIT
3D Minecraft Sandbox Game
Create a 3d first person sandbox game like minecraft. Make it so you dont have to download anything to run the code. Give it good graphics.

Okay, creating a full 3D sandbox game like Minecraft with good graphics entirely in the browser is a very complex task. We can start by setting up a basic 3D scene using the Three.js library, add a ground plane made of cubes, and implement first-person controls. This will give you a foundation to build upon.

This setup uses Three.js loaded via a CDN, so no download or build process is required.

Click inside the preview window to lock the mouse pointer. You can then use WASD keys to move, the mouse to look around, Space to jump, click to break a block, and Shift+Click to place a block. This is a very basic starting point, but it demonstrates the core concepts.

Updated files
v1
Add HD graphics like rtx and also add a sun.

Okay, achieving true "RTX-like" ray-traced graphics in the browser with JavaScript is currently not feasible due to performance limitations. However, we can significantly improve the visual quality by adding textures, refining the lighting and shadows, and adding a visual representation of the sun.

We'll use some basic textures loaded from an external source (make sure the source allows hotlinking or replace URLs with your own hosted textures). We'll also enhance the shadow quality and add a glowing sphere to represent the sun.

This version includes:

  1. Basic Texturing Setup: Placeholder materials are set up. You'll need to replace the color materials with MeshStandardMaterial({ map: loadTexture(...) }) and provide valid URLs to actual texture files for grass, dirt, and stone to see textures. The code uses NearestFilter for a pixelated, Minecraft-like look.
  2. Improved Lighting: Uses ACESFilmicToneMapping and SRGBColorSpace for better colors, slightly stronger ambient light, and a more intense directional light (sun).
  3. Softer Shadows: PCFSoftShadowMap is enabled with higher resolution for better quality. Shadow bias is adjusted to reduce artifacts.
  4. Visual Sun: A yellow sphere is added to the scene, positioned far away in the direction of the main light source.
  5. World Generation: Creates a layer of grass on top of dirt, on top of stone.
  6. Block Types: createBlock now accepts a type ('grass', 'dirt', 'stone') and uses the corresponding material. Shift+Click now places a 'stone' block.
  7. Improved Collision: A more robust (though still basic) Axis-Aligned Bounding Box (AABB) collision detection is implemented for smoother movement and interaction with the world geometry.
  8. Interaction: Interaction distance is limited, and placing blocks checks against the player's bounding box.

Remember to replace the placeholder material colors with actual texture loading code once you have texture images available online. The visual quality will improve dramatically with textures.

Updated files
v2
Fix the controls, the a and d key are inverted. Also optimize the game so that it isn't laggy, but keep the rtx graphics.

Okay, let's fix the inverted strafing controls and apply some optimizations while trying to maintain the improved visual quality.

1. Fixing Controls:

The issue is in the updatePlayer function where the rightDirection vector is calculated and applied. The cross product camera.up.cross(cameraDirection) actually gives the left vector relative to the camera's view. We need to adjust how it's used for 'A' and 'D'.

2. Optimizations:

  • Collision Detection: Instead of checking collisions against every block in the world, we'll only check against blocks immediately surrounding the player's current and potential next position. This significantly reduces the number of checks per frame.
  • Shadow Map: We'll reduce the shadow map resolution from 2048x2048 back to 1024x1024. This offers a good balance between quality and performance. Higher resolutions are very demanding.
  • Minor Adjustments: Clean up vector creation to avoid creating new THREE.Vector3 objects repeatedly in the loop where possible.

Here are the updated files:

Key changes:

  1. Controls Fixed: In updatePlayer, the lines for KeyA and KeyD now correctly subtract and add the rightDirection respectively.
  2. Delta Time: Introduced THREE.Clock to get the time delta between frames (delta). Movement and gravity are now scaled by delta for frame-rate independence.
  3. Optimized Collision: The getNearbyBlocks function is added and used within updatePlayer to drastically reduce the number of collision checks. Reusable playerBox and blockBox are used to minimize object creation.
  4. Shadow Map Resolution: Reduced to 1024x1024 in init.
  5. Velocity Handling: Movement keys now directly influence velocity components, which are then used for collision checks and position updates. This is a more standard approach for physics-based movement.
  6. Gravity: Adjusted gravity calculation to use delta time.
  7. Controls Position Update: Explicitly updated controls.getObject().position after collision resolution.

These changes should make the controls feel correct and improve performance by optimizing the most expensive parts (collision detection and shadows) while keeping the enhanced lighting model. Further significant optimization would require implementing chunking and mesh merging.*

Updated files
v3